Age | Commit message (Collapse) | Author |
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-Do not bind attributes that are not needed
-Improve a bit more how meshoptimizer interacts with Godot
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-Happens on import by default for all models
-Just works (tm)
-Biasing can be later adjusted per node or per viewport (as well as globally)
-Disabled AABB.get_support test because its broken
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Since we clone the environments to build thirdparty code, we don't get an
explicit dependency on the build objects produced by that environment.
So when we update thirdparty code, Godot code using it is not necessarily
rebuilt (I think it is for changed headers, but not for changed .c/.cpp files),
which can lead to an invalid compilation output (linking old Godot .o files
with a newer, potentially ABI breaking version of thirdparty code).
This was only seen as really problematic with bullet updates (leading to
crashes when rebuilding Godot after a bullet update without cleaning .o files),
but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.
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Add word breaks on punctuation characters.
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Uses compute shaders, which only once, on demand, and all in parallel.
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Fixes to recent Vulkan errors
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winterpixelgames/PR-more-deterministic-and-reliable-2d-physics
make 2d constraint solving more deterministic by solving in push order
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We haven't had a proper implementation for COMPRESS_PVRTC2 (which is PVRTC1 2-bpp) in years,
so let's drop it instead of keeping a compress type which doesn't work.
The other enum values were renamed to clarify that our PVRTC2 and PVRTC4 are respectively
PVRTC1 2-bpp and PVRTC1 4-bpp. PVRTC2 2-bpp and 4-bpp are not implemented yet.
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Cleanup unused engine code
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Removes unused code in OS.
Fixes return types.
Fixes few typos.
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Fix inconsistent Joint3DSW copy constructor and assignment declarations
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-Reduce number of uniform sets from 6 to 4.
-Remove features in low end mode, in order to reduce the number of texture units fit to 16.
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Unhide hidden members by renaming them and rebind Mesh enums
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"type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
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"type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
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Now called get_tracker_type and get_tracker_name
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doc: Sync classref with current source
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And fixups:
- Add missing bindings in RenderingServer
- Remove duplicate ArrayMesh enum bindings (they're in Mesh already)
- Remove redundant _unhandled_key_input binding in Control (it's in Node
already)
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Rename TYPE_REAL to TYPE_FLOAT
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To be consistent with the naming everywhere else.
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-Made RenderingServerScene abstract, allowing reimplementation
-RenderingServerRaster -> RenderingServerDefault, but this class is going away soon.
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-Changed how mesh data is organized, hoping to make it more efficient on Vulkan and GLES.
-Removed compression, it now always uses the most efficient format.
-Added support for custom arrays (up to 8 custom formats)
-Added support for 8 weights in skeleton data.
-Added a simple optional versioning system for imported assets, to reimport if binary is newer
-Fixes #43979 (I needed to test)
WARNING:
-NOT backwards compatible with previous 4.x-devel, will most likely never be, but it will force reimport scenes due to version change.
-NOT backwards compatible with 3.x scenes, this will be eventually re-added.
-Skeletons not working any longer, will fix in next PR.
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Environment brightness, contrast, saturation restore with 3d LUT.
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Allow gradients and 2d images.
Use shader versions for LUT in tonemap
Co-authored-by: alex-poe <3957610+CptPotato@users.noreply.github.com>
Co-authored-by: QbieShay <cislaghi.ilaria@gmail.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
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Restored antialiased lines by emulation using triangle strips
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Add sky_only setting to DirectionalLight3Ds
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[Complex Text Layouts] Implement TextServer interface.
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TextServer.
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Remove the unnecessary sync() and the restrictions it imposes on 3D Physics.
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Co-authored-by: lawnjelly <lawnjelly@gmail.com>
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Disallow setting the AudioServer's 'global_rate_scale' to a value equal or inferior to 0
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The underscore prefix was used to avoid the conflict between the `RID` class
name and the matching enum value in `Variant::Type`.
This can be fixed differently by prefixing uses of the `RID` class in `Variant`
with the scope resolution operator, as done already for `AABB`.
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-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
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